Jraal - Level 1
Male bronze kobold barbarian 1
LG, Small, Kobold, Humanoid Perception +5
Languages Common, Draconic
Skills Acrobatics +5 Athletics +7, Crafting +3, Lore: Ocean +3, Nature +3, Stealth +5
Str 18 (+4), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 14 (+2)
Other Items hide armor, greatpick, javelins (4), adventurer pack (backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, waterskin, grappling hook, purse (8 sp)
AC 18; Fort +6; Ref +4; Will +5; +2 status to saves vs emotion when raging
HP 19 Hero Points 1
Speed 25 feet
Melee  Greatpick +7 (fatal (1d12)), Damage 1d10+4 piercing
Ranged  javelin +4 (thrown 30 ft.), Damage 1d6+4 piercing
Rage  (barbarian, concentrate, emotion, mental) Requirements You aren’t fatigued or raging. Effect You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
• You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
• You take a –1 penalty to AC.
• You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
Feats Underwater Marauder, Kobold Breath, Draconic Arrogance
Other Abilities anathema, draconic rage (instinct ability)
Acrobatics +5 (Trained)
Athletics +7 (Trained)
Crafting +3 (Trained)
Ocean Lore +3 (Trained)
Lore Other +0
Nature +3 (Trained)
Stealth +5 (Trained)
Anathema: Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema.
Demoralize [one-action] (auditory, concentrate, emotion, mental): - You attempt to frighten a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against the target’s Will DC. No matter the result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.
Draconic Rage: - While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon's breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.
Rage [one-action] (barbarian, concentrate, emotion, mental) - Requirements You are not fatigued or already raging; Effect You can tap into your inner fury and begin raging. You gain 3 temporary hit points. Your rage lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging, you:
• Deal 2 additional points of damage with melee weapons and unarmed attacks (instead deal 6 additional damage with your Large bastard sword).
• Take a –1 penalty to AC
• Can’t use actions that have the concentrate trait unless they also have the rage trait. You can Seek while raging.
Backpack - A backpack can hold up to 4 Bulk worth of items. If you’re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible. The first 2 Bulk of items stowed in your backpack do not count against your Bulk limits (and are not included in your worn Bulk).
Elixir of Life - □□ Elixir of Life, Minor (alchemical, consumable, elixir, healing) Activate [one-action] (Interact); Effect Upon drinking this elixir, you regain 1d6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.
Grappling Hook: - You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make a secret attack roll against a DC depending on the target (typically 20). On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you’re partway through.
Thrown (trait): - You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment in feet.
Two-Hand (trait): - This weapon can be wielded with two hands, changing its
weapon damage die to the indicated value.
Fatal (trait): - The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size..